Esempio n. 1
0
        protected override void OnEnable()
        {
            // here is the part where I think I have to set the PlayerFactory
            Context.Server.PlayerFactory = new MiniPEPlayerFactory(this);
            // load important levels
            lobbyLevel = Context.LevelManager.GetLevel(null, "Default");
            // stop block placing and breaking and stop the world time
            foreach (var level in Context.LevelManager.Levels)
            {
                level.BlockBreak        += LevelOnBlockBreak;
                level.BlockPlace        += LevelOnBlockPlace;
                level.IsWorldTimeStarted = false;
            }
            // start timer for popups in lobby
            _popupTimer = new Timer(DoLobbyPopups, null, 1000, 1000);
            // place a villager in the lobby
            // Mob (a villager) to teleport to Jump ('n' run)
            Mob entity = new Mob(15, lobbyLevel)
            {
                KnownPosition = new PlayerLocation(new Vector3(-91.3, 5, 501.3)),
                NameTag       = "Jump",
            };

            entity.HealthManager = new VillagerHealthManager(entity, this);
            entity.SpawnEntity();

            // create JumpManager
            jumpManager = new JumpManager(this);
        }
Esempio n. 2
0
 public JumpMatch(JumpManager m)
 {
     manager = m;
     // create player list
     Players = new List <MiniPEPlayer>();
     // load the level for the jump n run
     level = new Level("jump" + manager.getMatchCount(), new AnvilWorldProvider(@"the path"));
     level.Initialize();
 }